- 10 Aug, 2004 3 commits
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40929
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40928
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Patrice Mandin authored
Give mouse position relative to window position, and do not generate mouse button event if outside of the window --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40927
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- 09 Aug, 2004 1 commit
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40926
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- 05 Aug, 2004 5 commits
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40925
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40924
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40923
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40922
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40921
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- 03 Aug, 2004 2 commits
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40920
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40919
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- 02 Aug, 2004 1 commit
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40918
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- 25 Jul, 2004 4 commits
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Sam Lantinga authored
From: Chris Taylor Subject: SDL for Macintosh Programmer's Workshop: removed dynamic loading I'm working on a game called D2X which uses SDL, and I recently ported it to Mac OS 9. I used MPW to build it. It uses OpenGL. To get it to work, I had to build SDL so it doesn't dynamically load OpenGL. This is because I don't think MPW supports dynamic loading. The following patch makes sure when SDL is built under MPW, dynamic loading of shared libraries is disabled. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40917
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40916
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Sam Lantinga authored
From: Chris Nelson Subject: [SDL] [Patch] WiseGroup MP-8800 / MP-8866 (PS2 Joystick) In the current cvs version, SDL doesn't handle these Playstation2 controller => USB adapters correctly, in linux. It will always assume that the maximum number of joysticks (2 in the case of the MP-8866, 4 in the case of the 8800) are plugged in. This is bad not only because it allows SDL to exaggerate the number of logical joysticks, but primarily because the joystick axes are mapped incorrectly, all over the place, such that the devices are effectively unusable unless you have the maximum number of joysticks plugged in. My changes to src/joystick/linux/SDL_sysjoystick.c build on another's previous work (which was a special case for this very joystick, actually), and fix both of these problems, as well as making the current code a little more general, to allow for others to more easily drop in code for quirky joysticks such as these. I've tested this code under 2.6.7 as well as 2.4.24... Both work as advertised (provided you load the JOYDEV linux code as a module, otherwise they won't work at all, new code or old, but that's another issue entirely). Though this sounds horribly formal, you have my permission to distribute all of my work on this issue under the LGPL. So there. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40915
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Sam Lantinga authored
From: Ivo Danihelka Subject: [SDL] [PATCH] SDL_WM_SetCaption with UTF-8 This patch enables UTF-8 suport for SDL_WM_SetCaption() in x11. XFree86 >= 4.0.2 supports text strings in UTF-8. Presence of this feature is indicated by the macro X_HAVE_UTF8_STRING. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40914
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- 21 Jul, 2004 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40913
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- 18 Jul, 2004 9 commits
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Sam Lantinga authored
From: David Symmonds Subject: SDL Typedef Structs Hi, Thanks for the SDL libraries, I have been using them for about a year now and they are really brilliant. One thing that I have just found whilst using them through C++ (and needing forward declarations) is that when you typedef structs you sometimes use typedef struct Name { ... }Name; e.g. SDL_Surface and other times use typedef struct { ... }Name; e.g. SDL_Rect The first type works fine, when I define a header file I can just put 'struct Name;' at the top and use the Name throughout. However, the second type is harder to use in a header, and I haven't found a way yet, other than to include 'SDL.h' in the header file (undesirable). Would there be any harm in changing the definition of SDL_Rect and such like to the second form? --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40912
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Sam Lantinga authored
From: "Mike Gorchak" Subject: QNX 6.3 fixes for SDL Sam, I've added new OpenGL framework for SDL, which appeared in the new QNX version - 6.3. I've leave compatibility with previous QNX versions. And I've moved all GL specific functions to the separate module, like it done for the other platforms. SDL is now ready for the QNX 6.3 :) --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40911
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40910
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Sam Lantinga authored
From: Hayashi Naoyuki Subject: SDL_types.h - fix for Tru64 MME The following two problems are fixed. 1. Type of Uint64 is "long long" in SDL_types.h, but is "long" in mmbasic.h(Tru64 UNIX MME header file). 2. Uint8, Uint16 and Uint32 are redefined if you compile a file including mmbasic.h and SDL_types.h. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40909
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Sam Lantinga authored
From: Marcin Konicki Subject: SDL 1.2.7 patch for BeOS (new input handling code) I rewrote input handling code for BeOS. It should be faster now (i got report that mouse is faster, keyboard should be too, but it's harder to observe). I'll try to add mouse wheel support too, soon. Stefano Ceccherini (a.k.a Jack Burton) helped me beautify code (working version was less clean), and it was he who asked me to write this thing ;). --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40908
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Sam Lantinga authored
From: Marcin Konicki Subject: [PATCH] Add missing functions and bring back OpenGL This patch adds missing functions: IconifyWindow GetWMInfo GL_LoadLibrary GL_GetProcAddress GL_GetAttribute GL_MakeCurrent Adding GL_* functions brings back working OpenGL in SDL for BeOS :). With addd GL_* functions there are few changes in Window class to handle changes better. Patch also fixes bug which freezed window when using MesaGL instead of BeOS r5 GL - it just needed Window->Quit() added into BE_VideoQuit(). THX to Michael Weirauch (a.k.a emwe) who worked on that bug before and found that it freezes because of lock somewhere. THX to Matti "Mictlantecuhtli" Lev��nen for testing, Rod��ric Vicaire (a.k.a. Ingenu) for OpenGL wisdom, and Stefano Ceccherini (a.k.a Jack Burton) for asking me to fix SDL on BeOS :). --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40907
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Sam Lantinga authored
From: "Markus F.X.J. Oberhumer" Subject: [SDL-CVS] [patch] small fix for SDL_joystick.h the tiny patch below (against current CVS) fixes a syntax error (not allow compilers allow multiple __cdecl). --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40906
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Sam Lantinga authored
From: "A. Umbach" Subject: Patch for bug in SDL cdrom resume handling Black| pointed out a bug on #sdl today, that when you pause CD playback, and then Resume it, it'll play until the end of the disk, and not until the track you specified. Attached is a patch that fixes the issue, by saving the desired end position in the SDL_CD struct, and seting it again upon resume - Andreas --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40905
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Sam Lantinga authored
From: Georg Schwarz Subject: Compiling SDL on IRIX 5.3 in order to make SDL compile on IRIX 5.3 I had to apply the following patch --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40904
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- 17 Jul, 2004 1 commit
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40903
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- 25 Jun, 2004 1 commit
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Sam Lantinga authored
From: Martin_Storsj� Subject: Small patches for SDL/win32 I've tried playing with running SDL compiled for Windows with Wine (and WineX) under Linux. It didn't originally work too well, but I somehow managed to make it work. Most of the fixes was patches to Wine(X), but I also found something in video/windx5/SDL_dx5video.c which, as far as I can tell, actually is a bug in SDL. The result from the COM method Release, which returns the new reference count, is compared to DD_OK. Because QueryInterface is called immediately before, the reference count shouldn't be DD_OK (== 0). --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40902
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- 27 May, 2004 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40901
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- 20 May, 2004 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40900
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- 17 May, 2004 2 commits
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40899
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Sam Lantinga authored
From: Bob Ippolito Subject: [SDL] SDL_QuartzWM patches I've sent in two small patches to SDL_QuartzWM directly to Sam over the past few months (well, I think I sent both anyway) and neither of them have been implemented. I didn't receive a response, so I'm sure he was just busy and/or they got lost, so I decided to sign up to the list and post them here. This patch rolls both of them together: - Mouse cursor becomes visible if hidden when it moves outside of the game window. If you want it to stay invisible you should warp it because if it's not warped a user might click some random other application! Commercial games behave in this way (or at least Warcraft III does, which is the only one that uses a custom mouse cursor and no warping that I've played in recent memory). - Right mouse button emulation is changed from Command-Click to Control-Click, which is how OS X behaves. Consider copyright assigned to whomever needs it under whichever license it needs to be under.. yadda yadda yadda. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40898
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- 16 May, 2004 8 commits
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Sam Lantinga authored
From: Alan Swanson Subject: [SDL] [PATCH] Linux joystick evdev axis count fix The event device configuration under Linux does not check the returned ioctl value when reading the axis information. This means extra undefined axes are returned. Note, in EV_HandleEvents, the default for case EV_ABS is to return any axis information which is fine as we have already checked for all valid absolute axes. No new axes should be returned after opening the device. (Unless, of course, the evdev allows closing and reassigning a new device while in use and I can't believe that happens.) --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40897
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40896
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40895
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40894
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Sam Lantinga authored
From: David MacCormack Subject: [SDL] Linux joystick patch I recently got myself a PS2 -> USB converter (a super joybox 5). It accepts 4 PSX/PS2 controllers. It's implemented as a HID, which is nice because it doesn't require its own driver, but the problem is that it's implemented as a *single* HID -- that is, it shows up as a single joystick with 19 axes, 4 hats, and 48 buttons. This poses a problem for a number of apps which use SDL (stella, fce ultra, zsnes, to name a few) and see only a single (physical) joystick even though there are really 4 (logical) joysticks. There are a number of these types of devices on the market, and I've seen others post messages (in the zsnes forum, for example) with the same problem, so I came up with what I think is a pretty generic solution. I patched src/joystick/linux/SDL_sysjoystic.c to include support for logical joysticks; basically, it's a static array and supporting functions that map a single physical joystick to multiple logical joysticks. The attached patch has the new code. It's wrapped inside #ifndef statements so that you can get the old behavior if you want. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40893
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40892
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Sam Lantinga authored
From: Christian Walther Subject: [SDL] OpenGL Accumulation Buffer on Mac OS X Is there a reason for not having OpenGL accumulation buffer support in SDL 1.2.7 (and as far as I have checked also in the current CVS) on Mac OS X? Maybe I am doing something wrong, but it seems very easy to add (at least it works for for me in 10.3.3) - just add if ( this->gl_config.accum_red_size + this->gl_config.accum_green_size + this->gl_config.accum_blue_size + this->gl_config.accum_alpha_size > 0) { attr[i++] = NSOpenGLPFAAccumSize; attr[i++] = this->gl_config.accum_red_size + this->gl_config.accum_green_size + this->gl_config.accum_blue_size + this->gl_config.accum_alpha_size; } to QZ_SetupOpenGL() in SDL_QuartzGL.m --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40891
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Sam Lantinga authored
From: Hibernatus Subject: [SDL] BUG: changing video mode in opengl + windows In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call WIN_GL_ResetWindow when SetPixelFormat fails. WIN_GL_ResetWindow cannot properly work in its current state, because there are several things to update once you've created a new window. At least DirectInput doesn't work anymore here (which is somewhat annoying for the player :). I think you can simply remove that function. Many games don't try to recover from that exception, that's why the newest ATI drivers emulate 16 bpp display in 32 bpp mode so the error never occurs (but the games may run much slower). Having SDL_SetVideoMode return NULL would be better than actually setting the video mode and losing focus, directinput and maybe directsound too. It also made my previous drivers crash (when switching from 32 bpp windowed to 16 bpp fullscreen). --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40890
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